Monday, November 15, 2010

Post-Mortem

SO.  This project has been a huge learning experience.  

I created a few difficulties for myself.  I lost my UVs when I split my model in Zbrush, and actually reUVed a 100,000 poly model in RoadKill.  That set me back a few days, and even when I did have the new UVs, they were so complex it was impossible to do anything with them in photoshop.

I have no understanding of baking normals and all that stuff.  I spent very little time trying to figure that out, it wasn't very important to my project since I was only rendering a single scene.

This isn't as far as I would like it to be.  Instead of going further with this I think I would benefit best from starting an entirely new project.
I'm interested in modeling something completely new in Zbrush.  It would be a step backwards, but I would be able to model and then pose so that would be nice...

Final Renders


Tuesday, November 9, 2010

Lighting and Core Shadows

 I like the lighting on the wall in the above image.  The soft red/orange is nice.

Working on the back lighting to try and get a nice core shadow with a back highlight to suggest a moon.
Yeah it's nighttime now. 
Finally getting some detail back in the hood now.  The folds are almost subtle.  But it's coming together.

Monday, November 8, 2010

Playing with Light

Some Daylight render thing I tried out.






Oh.  And I finished my UVs!!

Tuesday, November 2, 2010

Comps & Lighting

So I'm still exploring my composition.  I am also experimenting with lighting.

 


Her deformed hand creeps me out so much.

Now I'm going to look into: 
--specular maps
--subsurface scattering
--baking normal maps/transfer maps

Friday, October 29, 2010

Tech Difficulties

Here are a couple quick renders.
 
I painted the model in Zbrush before looking at my UVs.  I decided to split my model in Zbrush because I figured I didn't need the legs and hands.  Turns out that screwed up the UVs so when I tried to export the paint it didn't work.  Also it split up my model into all these weird parts so reUVing wasn't really possible.  
I was finally able to create new UVs in Zbrush but they are so messed up the only way I'll be able to change anything is in Zbrush.  
Lesson learned....
I like this one best!
I think I'll go with this pose.

Scene Composition


Few explorations of alternative scenes beyond my original design.

I really like the top left.  I can model the window frame easily enough and I can have two light sources that are really dynamic.

Model Pose

This is what I have so far.  I have tried out a few poses.

Here are a few variations.  I like the first and second ones best I think.  Unfortunately I'm posing them all in Zbrush.  Should have just modeled the whole thing with Zspheres.  
Next time!!!

Tuesday, October 26, 2010

To Do List

 Thought I'd open with some inspiration.
I wish I'd done something this cool instead.  Oh,well.



I should post these more often.  I find it easier to get things done when I have a tangible and realistic set of goals for the next few days ahead of me.


So here it goes!

By Friday night:
-ReUV Model
-Finalize Model Form (I'm in the final stages)
-Explore and finalize Composition
-Paint Model


On Friday I will post an update of what I plan to attempt for the weekend.


Also, I bought Fable 3 tonight and so far it is fantastic!



Saturday, October 23, 2010

Lace Sources

I want the scalloped bust portion of the dress to be lacey.  I based the whole design of the dress off this really awesome bra.  I'll take some reference photos for texturing as well.  Here are some other references.
I like the pattern best on the one directly below.



 The two above have nice edging.  I don't think that will apply to my design.  I want a simple edge on the dress.

Thursday, October 21, 2010

Progess up to date.

 Here is what I have as of right now.  These are just screen shots from Zbrush.




The profile really needs work.
I'm happy with the face so far, but I might try to reposition the arms.  Or wait until the end.


I want the bust of the dress to be lace,  I will start gathering specific textures for that.

Tuesday, October 19, 2010

Progress.

I feel like I am making good progress with my model.  Obviously I am not close to finished though.


This is an outdated picture.  I have done more work since then.  I tried to take one of my scarves and recreate the hood in the image, but the scarf was too wide.  Anyway, where I am now I think is fine.   I am trying to be careful not to overwork it.  More pictures will follow.

Right now I am trying to focus on the subtleties around the lips and eyes.

 This one helps mostly just with the bottom lip, and the shape it takes on the outer edges.



 
I hate that this is such a silly image, but it really helped me focus in on that thing that leads up to the lip.... the philtrum!

more references.
 
 

Sunday, October 10, 2010

Maya Basics

So I've got my basic models out in maya.  Most of them have the UVs layed out as well.  My next step is building folds on the hood and Fixing the bust is Zbrush.

 This is the figure together with the hood, dress and belt.

 Ignore the terrible quality of the face.  I'm working on it.

Here's the lantern.  I plan on placing it high enough so you can see light emitting from it, but not the source.


Here is one of the columns I might do.  I'd like to do a row of columns behind her.  Maybe with a broken one to mix things up.  Depends on how much time I have.


Here is my reference for that.

Saturday, October 9, 2010

Further Concept

 This is the feel and look I'd like for my model.  This could turn into a nice portrait if I work hard enough.  The background will be simple.  I might break up pattern of the columns by adding a broken one in there.  Also I think a painting in the background would be easy enough and add depth.

Here are some studies and references for the head model.

Lips are hard to model!!


Wednesday, September 29, 2010

Background Concepts

Still not sure what I want to do for the background.  Since I really want the figure to look good I want to keep the background simple.  I was thinking a column for a few reasons.  I love all things Roman so its an obvious first choice for me.  Also I thought I could spent more time on the textures and less on modeling it.  It would be easier to suggest perspective and distance in the background with a row of columns.


I like the vegetation below.